Instruction Contents

ROOM TYPES

Resource Rooms: If you are coming from Individual Dungeon mode, resource rooms work a bit differently. Immediately upon adding resource rooms to the dungeon, place three Resource Tokens (the ones with the pickaxes on them) over the resource bundles labeled 1, 2 and 3. Upon entry into these rooms, take 1 XP as well as one resource card of that type (indicated by the icon in the corner). Remove a resource token from that card to signify this. Any player may then pass through a resource room and take a resource of that type at a later point, but only the person who first enters it may take the XP. Remember, draw resource cards from its respective deck, not from the community resource cards.

Trap Rooms: The most common room type in the game, Trap Rooms are one of the few rooms that must be resolved immediately upon entering. If the player does not have the corresponding item token to counter a trap, they must lose a HP. Armor does not count towards defending a trap. HP are lost directly. After resolving a Trap Room, take two XP and a key. Make sure to place used trap counters on your player sheet over the respective icon.

Monster Rooms: Refer to the section “Monsters and Combat” on how Monster Rooms work. Along with Trap Rooms, Monster Rooms must be resolved immediately.

Treasure Rooms: Players may use a key to receive two treasure cards; take them from the top of the deck or from those showing face up, or a combination of both. Immediately replace a face up treasure if selected. Remember, a player may trade a HP for a key at any time.

Healing Fountain: Restores two HP.

Warp Rooms: Players can transport from one Warp Room to another. Each connected warp room yields an XP - to connect Warps simply travel between them. Warping does not count towards the movement limit during a turn. Warp rooms have a secondary function in that you may trade one resource of any type for another resource of a different type. These two functions are independent from one another. Remember, Warp Rooms may never be removed from the dungeon or replaced.

Blacksmith Room: The Blacksmith has two unique functions, which are independent of one another:

1) Players can exchange a treasure card in their possession for a treasure card on top of the deck or among those showing face up. If the player chooses a card from the top of the deck, place the card you are exchanging at the bottom of the deck. Please note, players cannot exchange traded gems.
2) The Blacksmith will also repair damaged armor free of charge!

Bounty Room: Exchange two skulls for a Victory Point.

Merchant Room: Exchange a gem of the specified color for two treasures and 1 XP. When a gem is exchanged, place it on the Character Sheet. If the player has a Guild Ring, they may exchange any color gem with any merchant, not just the color they are requesting. However, to earn Victory Points, the player must still exchange each of the three gem colors, regardless of what the merchant originally requested.